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P3D v4 RESOLVED - Which line do I need to set duration?

Messages
885
Country
germany
Hi,

does anybody know which line is responsible for time duration?

The effect I use is as follows:
There is a afterburner light which starts with a delay (this works fine by setting the delay to 28). Now I want to let it stop after 20 seconds, but I don't know in which line I have to set the appropriate parameter. Using "Extrude length" does not work to me...

This is the effect (used bitmap is a simple streetlight):

[Library Effect]
Lifetime=5
Version=2.00
Display Name=ETUR_DETUNER_AB
Radius=10000
Priority=0

[Properties]
Spot=1
Tower=1
Map=1

[Emitter.0]
Lifetime=1.00, 1.00
Delay=28.00, 28.00 Works fine
Bounce=0.00
No Interpolate=1
Rate=1.0, 1.0
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=0.00, 0.00
Type=25
X Scale=2.00, 2.00
Y Scale=2.00, 2.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Static=1
Face=1,0,1
DX9OrigFace=1, 1, 1

[ParticleAttributes.0]
Blend Mode=2
Texture=ETUR_DETUNER_AB.bmp
Bounce=0.00
Color Start=255, 250, 225, 60
Color End=255, 185, 251, 80
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=20.00 This is what I tried without any success
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Last edited:
Messages
269
Country
germany
Hi Manfred,

The SDK says the following about this...

Emitter N tab​

Lifetime - The length of time that an emitter emits particles. Measured in seconds. If zeros are entered here the particles will have an infinite life.

Particle N tab​

Lifetime - The lifetime of the particle in seconds. The actual value selected by the effects engine will be chosen at random within the minimum and maximum range entered. If zeros are entered here the particles will have an infinite life.

So you should try it with the parameters Lifetime...
 
Messages
885
Country
germany
Thank you for your help again.
Okay, I want to create following scenery action:



This action can be started / stopped by a SODE text command. it works perfectly except for my Tornado afterburner.

1. Starting the action: Tornado engine starts - light on top is glowing - engine change to afterburner sound - afterburner light effect from above starts fine - smoke effect on chimney starts fine
After 30 seconds Tornado engine runs down - Smoke is fading fine BUT MY AFTERBURNER EFFECT STILL RUNS without stopping.
2. So I set the delay time to 28 for smoke and AB each and it starts almost simultaneously.
3. I set the smoke effect line "Extrude Length" to 25 (a little longer than the AB runs...) and it fades well.
4. I set the afterburner effect line the same length as the smoke effect, but it runs to eternity....

Playing around with "Lifetime" causes weird effects like a growing lightball, but no result in time.....Lifetime seems to affect motion and / or motion spread, but not time....
 
Messages
269
Country
germany
Hi Manfred,

the following is written in the SDK for extrude's entry...
Extrude = Extrusions are generally effects of great length, such as wakes and contrails. Extrusions work, but they can be very processor intensive. For the best results, start with very long extrusion lengths and short times, and then tweak as necessary.


Try these parameters...

[Library Effect]
Lifetime=5
Version=2.00
Display Name=ETUR_DETUNER_AB
Radius=10000
Priority=0

[Properties]
Spot=1
Tower=1
Map=1

[Emitter.0]
Lifetime=1.00, 1.00
Delay=28.00, 28.00
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00

[Particle.0]
Lifetime=20.00, 20.00
Type=25
X Scale=2.00, 2.00
Y Scale=2.00, 2.00
Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Static=1
Face=1,0,1

[ParticleAttributes.0]
Blend Mode=2
Texture=ETUR_DETUNER_AB.bmp
Bounce=0.00
Color Start=255, 250, 225, 60
Color End=255, 185, 251, 80
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

The effect appears after 28 sec and disappears again after 20 sec...
In red my changes...
I don't own your bmp file, so I could test the effect only conditionally.

I can't find the DX9OrigFace entry in the SDK.
So I have removed it.
 
Last edited:
Messages
885
Country
germany
OMG - Why do I have to annoy people all the time? THIS WORKS!!!

I stupid berk indeed always changed the "Emitter" lifetime, not the !"PARTICLE"! one. I am sorry for effort which was no need for it! Maybe too tired or something to read your post mindfully...
All your hints are again helpful and right. Thank you very much!
 
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